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Vikash Kumar

Publications and source records attributed to Vikash Kumar.

At least 73 records · Page 4Linked to original sources

Reset-Free Reinforcement Learning via Multi-Task Learning: Learning Dexterous Manipulation Behaviors without Human Intervention

Reinforcement Learning (RL) algorithms can in principle acquire complex robotic skills by learning from large amounts of data in the real world, collected via trial and error. However, most RL algorithms use a carefully engineered setup in order to collect data, requiring human supervision and intervention to provide episodic resets. This is particularly evident in challenging robotics problems, such as dexterous manipulation. To make data collection scalable, such applications require reset-free algorithms that are able to learn autonomously, without explicit instrumentation or human intervention. Most prior work in this area handles single-task learning. However, we might also want robots that can perform large repertoires of skills. At first, this would appear to only make the problem harder. However, the key observation we make in this work is that an appropriately chosen multi-task RL setting actually alleviates the reset-free learning challenge, with minimal additional machinery required. In effect, solving a multi-task problem can directly solve the reset-free problem since different combinations of tasks can serve to perform resets for other tasks. By learning multiple tasks together and appropriately sequencing them, we can effectively learn all of the tasks together reset-free. This type of multi-task learning can effectively scale reset-free learning schemes to much more complex problems, as we demonstrate in our experiments. We propose a simple scheme for multi-task learning that tackles the reset-free learning problem, and show its effectiveness at learning to solve complex dexterous manipulation tasks in both hardware and simulation without any explicit resets. This work shows the ability to learn dexterous manipulation behaviors in the real world with RL without any human intervention.

cs.LG↗

A Game Theoretic Framework for Model Based Reinforcement Learning

Model-based reinforcement learning (MBRL) has recently gained immense interest due to its potential for sample efficiency and ability to incorporate off-policy data. However, designing stable and efficient MBRL algorithms using rich function approximators have remained challenging. To help expose the practical challenges in MBRL and simplify algorithm design from the lens of abstraction, we develop a new framework that casts MBRL as a game between: (1) a policy player, which attempts to maximize rewards under the learned model; (2) a model player, which attempts to fit the real-world data collected by the policy player. For algorithm development, we construct a Stackelberg game between the two players, and show that it can be solved with approximate bi-level optimization. This gives rise to two natural families of algorithms for MBRL based on which player is chosen as the leader in the Stackelberg game. Together, they encapsulate, unify, and generalize many previous MBRL algorithms. Furthermore, our framework is consistent with and provides a clear basis for heuristics known to be important in practice from prior works. Finally, through experiments we validate that our proposed algorithms are highly sample efficient, match the asymptotic performance of model-free policy gradient, and scale gracefully to high-dimensional tasks like dexterous hand manipulation. Additional details and code can be obtained from the project page at https://sites.google.com/view/mbrl-game

cs.LG↗

Time Reversal as Self-Supervision

A longstanding challenge in robot learning for manipulation tasks has been the ability to generalize to varying initial conditions, diverse objects, and changing objectives. Learning based approaches have shown promise in producing robust policies, but require heavy supervision to efficiently learn precise control, especially from visual inputs. We propose a novel self-supervision technique that uses time-reversal to learn goals and provide a high level plan to reach them. In particular, we introduce the time-reversal model (TRM), a self-supervised model which explores outward from a set of goal states and learns to predict these trajectories in reverse. This provides a high level plan towards goals, allowing us to learn complex manipulation tasks with no demonstrations or exploration at test time. We test our method on the domain of assembly, specifically the mating of tetris-style block pairs. Using our method operating atop visual model predictive control, we are able to assemble tetris blocks on a physical robot using only uncalibrated RGB camera input, and generalize to unseen block pairs. sites.google.com/view/time-reversal

cs.RO↗

Usage Analysis of Mobile Devices

Mobile devices have evolved from just communication devices into an indispensable part of people's lives in form of smartphones, tablets and smart watches. Devices are now more personal than ever and carry more information about a person than any other. Extracting user behaviour is rather difficult and time-consuming as most of the work previously has been manual or requires feature extraction. In this paper, a novel approach of user behavior detection is proposed with Deep Learning Network (DNN). Initial approach was to use recurrent neural network (RNN) along with LSTM for completely unsupervised analysis of mobile devices. Next approach is to extract features by using Long Short Term Memory (LSTM) to understand the user behaviour, which are then fed into the Convolution Neural Network (CNN). This work mainly concentrates on detection of user behaviour and anomaly detection for usage analysis of mobile devices. Both the approaches are compared against some baseline methods. Experiments are conducted on the publicly available dataset to show that these methods can successfully capture the user behaviors.

cs.CY↗

The Ingredients of Real-World Robotic Reinforcement Learning

The success of reinforcement learning for real world robotics has been, in many cases limited to instrumented laboratory scenarios, often requiring arduous human effort and oversight to enable continuous learning. In this work, we discuss the elements that are needed for a robotic learning system that can continually and autonomously improve with data collected in the real world. We propose a particular instantiation of such a system, using dexterous manipulation as our case study. Subsequently, we investigate a number of challenges that come up when learning without instrumentation. In such settings, learning must be feasible without manually designed resets, using only on-board perception, and without hand-engineered reward functions. We propose simple and scalable solutions to these challenges, and then demonstrate the efficacy of our proposed system on a set of dexterous robotic manipulation tasks, providing an in-depth analysis of the challenges associated with this learning paradigm. We demonstrate that our complete system can learn without any human intervention, acquiring a variety of vision-based skills with a real-world three-fingered hand. Results and videos can be found at https://sites.google.com/view/realworld-rl/

cs.LG↗

Emergent Real-World Robotic Skills via Unsupervised Off-Policy Reinforcement Learning

Reinforcement learning provides a general framework for learning robotic skills while minimizing engineering effort. However, most reinforcement learning algorithms assume that a well-designed reward function is provided, and learn a single behavior for that single reward function. Such reward functions can be difficult to design in practice. Can we instead develop efficient reinforcement learning methods that acquire diverse skills without any reward function, and then repurpose these skills for downstream tasks? In this paper, we demonstrate that a recently proposed unsupervised skill discovery algorithm can be extended into an efficient off-policy method, making it suitable for performing unsupervised reinforcement learning in the real world. Firstly, we show that our proposed algorithm provides substantial improvement in learning efficiency, making reward-free real-world training feasible. Secondly, we move beyond the simulation environments and evaluate the algorithm on real physical hardware. On quadrupeds, we observe that locomotion skills with diverse gaits and different orientations emerge without any rewards or demonstrations. We also demonstrate that the learned skills can be composed using model predictive control for goal-oriented navigation, without any additional training.

cs.RO↗

Dynamics-Aware Unsupervised Discovery of Skills

Conventionally, model-based reinforcement learning (MBRL) aims to learn a global model for the dynamics of the environment. A good model can potentially enable planning algorithms to generate a large variety of behaviors and solve diverse tasks. However, learning an accurate model for complex dynamical systems is difficult, and even then, the model might not generalize well outside the distribution of states on which it was trained. In this work, we combine model-based learning with model-free learning of primitives that make model-based planning easy. To that end, we aim to answer the question: how can we discover skills whose outcomes are easy to predict? We propose an unsupervised learning algorithm, Dynamics-Aware Discovery of Skills (DADS), which simultaneously discovers predictable behaviors and learns their dynamics. Our method can leverage continuous skill spaces, theoretically, allowing us to learn infinitely many behaviors even for high-dimensional state-spaces. We demonstrate that zero-shot planning in the learned latent space significantly outperforms standard MBRL and model-free goal-conditioned RL, can handle sparse-reward tasks, and substantially improves over prior hierarchical RL methods for unsupervised skill discovery.

cs.LG↗

Benchmarking In-Hand Manipulation

The purpose of this benchmark is to evaluate the planning and control aspects of robotic in-hand manipulation systems. The goal is to assess the system's ability to change the pose of a hand-held object by either using the fingers, environment or a combination of both. Given an object surface mesh from the YCB data-set, we provide examples of initial and goal states (i.e.\ static object poses and fingertip locations) for various in-hand manipulation tasks. We further propose metrics that measure the error in reaching the goal state from a specific initial state, which, when aggregated across all tasks, also serves as a measure of the system's in-hand manipulation capability. We provide supporting software, task examples, and evaluation results associated with the benchmark. All the supporting material is available at https://robot-learning.cs.utah.edu/project/benchmarking_in_hand_manipulation

cs.RO↗

Learning Latent Plans from Play

Acquiring a diverse repertoire of general-purpose skills remains an open challenge for robotics. In this work, we propose self-supervising control on top of human teleoperated play data as a way to scale up skill learning. Play has two properties that make it attractive compared to conventional task demonstrations. Play is cheap, as it can be collected in large quantities quickly without task segmenting, labeling, or resetting to an initial state. Play is naturally rich, covering ~4x more interaction space than task demonstrations for the same amount of collection time. To learn control from play, we introduce Play-LMP, a self-supervised method that learns to organize play behaviors in a latent space, then reuse them at test time to achieve specific goals. Combining self-supervised control with a diverse play dataset shifts the focus of skill learning from a narrow and discrete set of tasks to the full continuum of behaviors available in an environment. We find that this combination generalizes well empirically---after self-supervising on unlabeled play, our method substantially outperforms individual expert-trained policies on 18 difficult user-specified visual manipulation tasks in a simulated robotic tabletop environment. We additionally find that play-supervised models, unlike their expert-trained counterparts, are more robust to perturbations and exhibit retrying-till-success behaviors. Finally, we find that our agent organizes its latent plan space around functional tasks, despite never being trained with task labels. Videos, code and data are available at learning-from-play.github.io

cs.RO↗

ROBEL: Robotics Benchmarks for Learning with Low-Cost Robots

ROBEL is an open-source platform of cost-effective robots designed for reinforcement learning in the real world. ROBEL introduces two robots, each aimed to accelerate reinforcement learning research in different task domains: D'Claw is a three-fingered hand robot that facilitates learning dexterous manipulation tasks, and D'Kitty is a four-legged robot that facilitates learning agile legged locomotion tasks. These low-cost, modular robots are easy to maintain and are robust enough to sustain on-hardware reinforcement learning from scratch with over 14000 training hours registered on them to date. To leverage this platform, we propose an extensible set of continuous control benchmark tasks for each robot. These tasks feature dense and sparse task objectives, and additionally introduce score metrics as hardware-safety. We provide benchmark scores on an initial set of tasks using a variety of learning-based methods. Furthermore, we show that these results can be replicated across copies of the robots located in different institutions. Code, documentation, design files, detailed assembly instructions, final policies, baseline details, task videos, and all supplementary materials required to reproduce the results are available at www.roboticsbenchmarks.org.

cs.RO↗

Relay Policy Learning: Solving Long-Horizon Tasks via Imitation and Reinforcement Learning

We present relay policy learning, a method for imitation and reinforcement learning that can solve multi-stage, long-horizon robotic tasks. This general and universally-applicable, two-phase approach consists of an imitation learning stage that produces goal-conditioned hierarchical policies, and a reinforcement learning phase that finetunes these policies for task performance. Our method, while not necessarily perfect at imitation learning, is very amenable to further improvement via environment interaction, allowing it to scale to challenging long-horizon tasks. We simplify the long-horizon policy learning problem by using a novel data-relabeling algorithm for learning goal-conditioned hierarchical policies, where the low-level only acts for a fixed number of steps, regardless of the goal achieved. While we rely on demonstration data to bootstrap policy learning, we do not assume access to demonstrations of every specific tasks that is being solved, and instead leverage unstructured and unsegmented demonstrations of semantically meaningful behaviors that are not only less burdensome to provide, but also can greatly facilitate further improvement using reinforcement learning. We demonstrate the effectiveness of our method on a number of multi-stage, long-horizon manipulation tasks in a challenging kitchen simulation environment. Videos are available at https://relay-policy-learning.github.io/

cs.LG↗

Multi-Agent Manipulation via Locomotion using Hierarchical Sim2Real

Manipulation and locomotion are closely related problems that are often studied in isolation. In this work, we study the problem of coordinating multiple mobile agents to exhibit manipulation behaviors using a reinforcement learning (RL) approach. Our method hinges on the use of hierarchical sim2real -- a simulated environment is used to learn low-level goal-reaching skills, which are then used as the action space for a high-level RL controller, also trained in simulation. The full hierarchical policy is then transferred to the real world in a zero-shot fashion. The application of domain randomization during training enables the learned behaviors to generalize to real-world settings, while the use of hierarchy provides a modular paradigm for learning and transferring increasingly complex behaviors. We evaluate our method on a number of real-world tasks, including coordinated object manipulation in a multi-agent setting. See videos at https://sites.google.com/view/manipulation-via-locomotion

cs.RO↗

Deep Dynamics Models for Learning Dexterous Manipulation

Dexterous multi-fingered hands can provide robots with the ability to flexibly perform a wide range of manipulation skills. However, many of the more complex behaviors are also notoriously difficult to control: Performing in-hand object manipulation, executing finger gaits to move objects, and exhibiting precise fine motor skills such as writing, all require finely balancing contact forces, breaking and reestablishing contacts repeatedly, and maintaining control of unactuated objects. Learning-based techniques provide the appealing possibility of acquiring these skills directly from data, but current learning approaches either require large amounts of data and produce task-specific policies, or they have not yet been shown to scale up to more complex and realistic tasks requiring fine motor skills. In this work, we demonstrate that our method of online planning with deep dynamics models (PDDM) addresses both of these limitations; we show that improvements in learned dynamics models, together with improvements in online model-predictive control, can indeed enable efficient and effective learning of flexible contact-rich dexterous manipulation skills -- and that too, on a 24-DoF anthropomorphic hand in the real world, using just 4 hours of purely real-world data to learn to simultaneously coordinate multiple free-floating objects. Videos can be found at https://sites.google.com/view/pddm/

cs.RO↗

Proposed Design for Simultaneous Measurement of Wall and Near-wall Temperatures in Gas Microflows

Gas behavior in systems at microscale has been receiving significant attention from researchers in the last two decades [1-4]. Today, there is an enhanced emphasis on developing new experimental techniques to capture the local temperature profiles in gases at rarefied conditions. The main underlying reason behind this focus is the interesting physics exhibited by gases at these rarefied conditions, especially in the transition regime. There is the onset of local thermodynamic disequilibrium, which manifests as velocity slip and temperature jump [1-4] at the wall. However, there is limited experimental evidence on understanding these aforementioned phenomena. With the advances in experimental facilities, it is today possible, at least in principle, to map the local temperature profiles in gases at rarefied conditions. Molecular tagging approach is one such technique which has shown the potential to map the temperature profile in low pressure conditions [5]. In molecular tagging approach, a very small percentage of tracer molecules are introduced into the gas of interest, referred as carrier gas. In gas flow studies, the typical tracers employed are acetone and biacetyl. These tracer molecules, assumed to be in equilibrium with the carrier gas, are excited with a source of energy at a specific wavelength, typically a laser. The excited molecules are unstable and tend to de-excite in a radiative and non-radiative manner, which is manifested as fluorescence and phosphorescence. Following the deformation with time of a tagged line permits to obtain the flow velocity. In addition, the dependence of the phosphorescence and fluorescence intensity to the gas temperature could also allow to use this technique for local temperature measurements. The objective of this study is to develop an experimental setup capable of simultaneously mapping the wall and fluid near-wall temperatures with the final goal to measure temperature jump at the wall when rarefied conditions are reached. The originality of this setup shown in Figure 1 is to couple surface temperature measurements using an infrared camera with Molecular Tagging Thermometry (MTT) for gas temperature measurements. The bottom wall of the channel will be made of Sapphire substrate of 650 $μ$m thickness coated with a thin film of Indium Tin Oxide (ITO). The average roughness of this ITO layer is about 3 nm. The top wall of the channel will be made of SU8 and bonded with the bottom wall with a layer of PDMS. The channel will be filled in with acetone vapor,

physics.ins-det↗

Soft Actor-Critic Algorithms and Applications

Model-free deep reinforcement learning (RL) algorithms have been successfully applied to a range of challenging sequential decision making and control tasks. However, these methods typically suffer from two major challenges: high sample complexity and brittleness to hyperparameters. Both of these challenges limit the applicability of such methods to real-world domains. In this paper, we describe Soft Actor-Critic (SAC), our recently introduced off-policy actor-critic algorithm based on the maximum entropy RL framework. In this framework, the actor aims to simultaneously maximize expected return and entropy. That is, to succeed at the task while acting as randomly as possible. We extend SAC to incorporate a number of modifications that accelerate training and improve stability with respect to the hyperparameters, including a constrained formulation that automatically tunes the temperature hyperparameter. We systematically evaluate SAC on a range of benchmark tasks, as well as real-world challenging tasks such as locomotion for a quadrupedal robot and robotic manipulation with a dexterous hand. With these improvements, SAC achieves state-of-the-art performance, outperforming prior on-policy and off-policy methods in sample-efficiency and asymptotic performance. Furthermore, we demonstrate that, in contrast to other off-policy algorithms, our approach is very stable, achieving similar performance across different random seeds. These results suggest that SAC is a promising candidate for learning in real-world robotics tasks.

cs.LG↗

Dexterous Manipulation with Deep Reinforcement Learning: Efficient, General, and Low-Cost

Dexterous multi-fingered robotic hands can perform a wide range of manipulation skills, making them an appealing component for general-purpose robotic manipulators. However, such hands pose a major challenge for autonomous control, due to the high dimensionality of their configuration space and complex intermittent contact interactions. In this work, we propose deep reinforcement learning (deep RL) as a scalable solution for learning complex, contact rich behaviors with multi-fingered hands. Deep RL provides an end-to-end approach to directly map sensor readings to actions, without the need for task specific models or policy classes. We show that contact-rich manipulation behavior with multi-fingered hands can be learned by directly training with model-free deep RL algorithms in the real world, with minimal additional assumption and without the aid of simulation. We learn a variety of complex behaviors on two different low-cost hardware platforms. We show that each task can be learned entirely from scratch, and further study how the learning process can be further accelerated by using a small number of human demonstrations to bootstrap learning. Our experiments demonstrate that complex multi-fingered manipulation skills can be learned in the real world in about 4-7 hours for most tasks, and that demonstrations can decrease this to 2-3 hours, indicating that direct deep RL training in the real world is a viable and practical alternative to simulation and model-based control. \url{https://sites.google.com/view/deeprl-handmanipulation}

cs.AI↗

Learning Complex Dexterous Manipulation with Deep Reinforcement Learning and Demonstrations

Dexterous multi-fingered hands are extremely versatile and provide a generic way to perform a multitude of tasks in human-centric environments. However, effectively controlling them remains challenging due to their high dimensionality and large number of potential contacts. Deep reinforcement learning (DRL) provides a model-agnostic approach to control complex dynamical systems, but has not been shown to scale to high-dimensional dexterous manipulation. Furthermore, deployment of DRL on physical systems remains challenging due to sample inefficiency. Consequently, the success of DRL in robotics has thus far been limited to simpler manipulators and tasks. In this work, we show that model-free DRL can effectively scale up to complex manipulation tasks with a high-dimensional 24-DoF hand, and solve them from scratch in simulated experiments. Furthermore, with the use of a small number of human demonstrations, the sample complexity can be significantly reduced, which enables learning with sample sizes equivalent to a few hours of robot experience. The use of demonstrations result in policies that exhibit very natural movements and, surprisingly, are also substantially more robust.

cs.LG↗

Divide-and-Conquer Reinforcement Learning

Standard model-free deep reinforcement learning (RL) algorithms sample a new initial state for each trial, allowing them to optimize policies that can perform well even in highly stochastic environments. However, problems that exhibit considerable initial state variation typically produce high-variance gradient estimates for model-free RL, making direct policy or value function optimization challenging. In this paper, we develop a novel algorithm that instead partitions the initial state space into "slices", and optimizes an ensemble of policies, each on a different slice. The ensemble is gradually unified into a single policy that can succeed on the whole state space. This approach, which we term divide-and-conquer RL, is able to solve complex tasks where conventional deep RL methods are ineffective. Our results show that divide-and-conquer RL greatly outperforms conventional policy gradient methods on challenging grasping, manipulation, and locomotion tasks, and exceeds the performance of a variety of prior methods. Videos of policies learned by our algorithm can be viewed at http://bit.ly/dnc-rl

cs.LG↗